Equerry
Description: The Equerry is a master horseman with a natural affinity for mounts of all species. She and her steed are inseparable companions, their special bond transcending mere friendship.
Requirements: An Equerry must have a minimum Wisdom score of 14.
Ministration: Any.
Role: An Equerry often serves as a cavalryman, scout, or guide. Whatever her duties, she remains with her mount; she's reluctant to enter underground passages or any other site that her mount can't easily traverse. She prefers to sleep near her mount, staying in an inn or hospice only if no alternative is available. The mount's life means more to the Equerry than her own; without a second thought, she would give the mount her last drop of water or her last crumbs of food.
Because an Equerry spends so much time with her mount, her companions may perceive her as shy or humorless. But an Equerry enjoys human company too; with a little coaxing, she's usually open to conversation and recreation. An aggressive fighter and shrewd tactician, the Equerry makes a valuable addition to any adventuring party.
Symbol: Any symbol suggesting a horse or other mount.
Secondary Skills: Groom, Hunter.
Weapon Proficiencies: An Equerry begins with only three weapon proficiency slots. One of these slots must be assigned to lance (any).
Nonweapon Proficiencies: Required: Riding (either Airborne or Land-based, depending on her choice of bonded mount). Recommended: Animal Handling, Animal Training, Hunting.
Armor/Equipment: Standard. As soon as she can afford it, the Equerry should buy full barding for her mount (preferably leather).
Bonded Mount: An Equerry can choose the species of mount he prefers. Although a male Equerry can't choose a unicorn, he can choose virtually any other type of mount within reason.
Two options are open to the Equerry:
1. She may choose her mount at the beginning of her career, if the mount has 4 HD or less. She acquires the mount under the conditions described in Chapter 2; unlike other paladins, the Equerry may receive her bonded mount at 1st level.
2. If she prefers a mount with more than 4 HD, she may set aside up to half of her assigned experience points (XP) until she's saved a number of points equal to the amount required in Table 16. For instance, if the Equerry wants a griffon mount, she must set aside 64,000 XP. When she's saved 64,000 XP, she can seek or call for a griffon under the conditions described in Chapter 2.
Table 16: XP for Equerry Bonded Mount
Mount's |
|||
Hit Dice |
XP Equivalent |
THAC0 |
|
1 |
0 |
19 |
|
2 |
2,000 |
19 |
|
3 |
4,000 |
17 |
|
4 |
8,000 |
17 |
|
5 |
16,000 |
15 |
|
6 |
32,000 |
15 |
|
7 |
64,000 |
13 |
|
8 |
125,000 |
13 |
|
9 |
250,000 |
11 |
|
10 |
500,000 |
11 |
|
11 |
750,000 |
9 |
|
12 |
1,000,000 |
9 |
|
13 |
1,250,000 |
7 |
|
14 |
1,500,000 |
7 |
|
15 |
1,750,000 |
5 |
|
16 |
2,000,000 |
5 |
Improved Mount Abilities. Regardless of the species of her mount, the Equerry can improve the mount's abilities by assigning it up to half of her earned experienced points. As shown on Table 16, as the mount receives XP from the Equerry, it gains new Hit Dice. For example, assume the Equerry has received a light war horse (2 HD) as her bonded mount. The first 2,000 XP added to the horse don't affect its abilities. When the total added reaches 4,000 XP, the horse gains an additional Hit Die, becoming, in effect, a 3 HD creature.
As a bonded mount's HD increase, its abilities improve in the following ways:
When the mount gains its first bonus die, it becomes lawful good. Its Intelligence score is also permanently boosted by +2.
The mount fights on the Monster Attack Table as a monster equal to its Hit Dice. Table 16 reproduces this information from the Dungeon Master's Guide.
A mount can gain a total of 10 HD over its starting total, up to a maximum of 16 HD. Investing 1,000,000 XP in a light war horse raises it to a maximum of 12 HD; investing 2,000,000 XP in a griffon raises it to 16 HD. Should the mount be killed, the assigned XP are lost; note, however, that wishes and similar powerful magic can revive slain mounts.
Saving Throw Bonus. The mount makes saving throws as a fighter of a level equal to its current hit dice; that is, it uses the unmodified numbers on Table 5 in Chapter 1 of this book (a light war horse raised to 12 HD needs to roll a 7 or better to avoid the effects of paralyzation). When the Equerry rides the mount, however, the mount receives the paladin's standard +2 bonus (a mounted 12 HD war horse saves at 5 or better against paralyzation). Further, if a spell or other magical attack would affect both the mount and the Equerry, the mount automatically saves if the rider saves.
Special Benefits:
Inspection. An Equerry can recognize the relative value of all horses, pegasi, griffons, and other mounts. If an Equerry spends at least 5 rounds visually inspecting a mount and makes a successful Wisdom check, she can determine if it has low value (one-third or fewer than the mount's maximum possible hit points), average value (half the maximum possible hit points), or high value (two-thirds or better of the maximum possible hit points). Any mount an Equerry selects will have +2 hit points per hit die (up to the maximum number of hit points available).
Special Hindrances:
Ethos Violations. An Equerry violates her ethos if she allows mistreatment of any kind to befall a creature of the same species as her bonded mount.
The Equerry also violates her ethos if she becomes separated from her bonded mount, voluntarily or involuntarily, for more than a week. In addition to applicable ethos violation penalties, the Equerry suffers a 2 penalty to all of her attack rolls, saving throws, and proficiency checks until she reunites with her mount.
Selling or willfully slaying the bonded mount constitutes an evil act, resulting in the permanent loss of the Equerry status, along with all special kit and paladin abilities.
Mourning. If her mount dies for any reason other than natural causes, the Equerry suffers a 2 penalty to all attack rolls, saving throws, and proficiency checks for a minimum of one week. These penalties persist until the Equerry completes a quest (determined by the DM) to avenge the mount's death.